Contents

Attributes

Strengths

Good variety of attacks, balancing fast multi-hits and slower single-hit attacks, making him quite versatile.

All his attacks have disjointed hitboxes, meaning opponents will not cause damage if they hit his attacks directly. His Side Smash Attack is notable for having very low ending lag, being able to be cancelled into other moves.

High priority on many moves.

Very good recovery.

Takes less damage when hit on the Junior Clown Car.

Abandon Ship is a good anti-recovery move, and unlike other Up Specials, does not leave him in a helpless state, and also gives them a unique Aerial Attack which is stronger than his normal Air Attacks.

Good variety of combos and spacing options.

Powerful zoning game.

Clown Cannon can be charged to increase damage, speed, and range, and if charged enough can be dropped over edges on recovering opponents.

Clown Kart Dash is an amazing approach option, combo starter, and horizontal recovery; it can also be jumped out of, which is useful for mind-games when approaching or recovering

Mechakoopa provides outstanding stage control. It can be placed on platforms to prevent opponents from using that platforms. It can be tossed out from above as an approach option, used on edges to limit opponent's options, and can be picked up and thrown or z-air dropped by Bowser Jr. for combo set-ups and spacing tools

Weaknesses

Clown Cannon has very low priority, can be easily avoided, and has high starting and ending lag.

Opponents can pick up a Mechakoopa and throw it back at Bowser Jr.

Many of his best damaging moves have a considerable startup and ending lags.

Low range on some attacks.

Weak throw attacks, which also lack follow up options.

Very predictable, with attacks being easy to identify due to the variety of weapons used.

Attacks with low knockback easily gimp Bowser Jr.'s Abandon Ship and leave him without recovery options, and while he can air-dodge this can hurt his recovery as he cannot grab the ledge while dodging.

Koopa Clown Car's spinning ground attack has high ending lag; the move also goes backwards a bit before moving forwards, which can hurt recovery especially if Bowser Jr. is near the blast line.

Summary

Changes from SSBWU/3DS

Attributes

Ground Attacks

The last hit of neutral attack is now an uppercut, giving it more vertical range.

His down tilt can now consume any healing items.

Aerial Attacks

Grabs and Throws

Special Attacks

Clown Cannon can now fire a cannonball while another one is already in play and the cannonball now spins instead of flying straight.

Moveset

Ground Attacks

Neutral Attack: The Junior Clown Car performs a one-two combo, followed by a flurry of punches, followed by a jab.

Forward Tilt: The Junior Clown Car thrusts a pitchfork forward.

Up Tilt: The Junior Clown Car thrusts a pitchfork upward.

Down Tilt: The Junior Clown Car uses its tongue to lick forward three times.

Although Bowser Jr. does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Bowser Jr. was many of the fighters that fell under Dharkon's control upon Galeem's first defeat. He is found in one of two alternate pathlines on the Triforce of Power segment of the Sacred Land sub-area, guarded by various Legendary spirits.

Palette Swaps

Junior: Bowser Jr. rides in his Junior Clown Car that was introduced in New Super Mario Bros. Wii.